protected override void OnCollisionFromY(Player player, Collision colllisionInfo) { float deltaY = colllisionInfo.Delta.Y; if (deltaY < 0) { bounceMultiplierY = -bounceMultiplierY; } else if (PlayerImpactY >= minInpactToDetectYCollision) { bounceMultiplierY = Math.Abs(bounceMultiplierY); bounceBehaviour.Bounce(player); audioSourceBounce.Play(clipBounce); } }
protected override void OnCollisionFromY(Player player, Collision colllisionInfo) { float deltaY = colllisionInfo.Delta.Y; if (deltaY < 0) { OnHit(player); } else if (PlayerImpactY >= minInpactToDetectYCollision) { bounceMultiplierY = Math.Abs(bounceMultiplierY); bounceBehaviour.Bounce(player); audioSourceBounce = new AudioSource(); audioSourceBounce.Play(clipBounce); AudioManager.DisposeAudioSource(audioSourceBounce); } //else //dici al player che è grounded? mentre il player se è bounce non fa nulla??? è il player che chiama Bounce?? on collision del player viene chiamato alla fine }